1 ////////////////////////////////////////////////////////////////////////////////
2 // Scorched3D (c) 2000-2009
4 // This file is part of Scorched3D.
6 // Scorched3D is free software; you can redistribute it and/or modify
7 // it under the terms of the GNU General Public License as published by
8 // the Free Software Foundation; either version 2 of the License, or
9 // (at your option) any later version.
11 // Scorched3D is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with Scorched3D; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 ////////////////////////////////////////////////////////////////////////////////
21 #if !defined(AFX_GAMESTATEI_H__B6753299_ED54_45EB_A635_733A34F0C920__INCLUDED_)
22 #define AFX_GAMESTATEI_H__B6753299_ED54_45EB_A635_733A34F0C920__INCLUDED_
24 #include <engine/GameState.h>
25 #include <common/KeyboardHistory.h>
31 GameStateI(const char *name
);
32 virtual ~GameStateI();
34 virtual void simulate(const unsigned state
, float simTime
);
35 virtual void draw(const unsigned state
);
37 virtual void mouseDown(const unsigned state
, GameState::MouseButton button
,
38 int x
, int y
, bool &skipRest
);
39 virtual void mouseUp(const unsigned state
, GameState::MouseButton button
,
40 int x
, int y
, bool &skipRest
);
41 virtual void mouseDrag(const unsigned state
, GameState::MouseButton button
,
42 int x
, int y
, int dx
, int dy
, bool &skipRest
);
43 virtual void mouseWheel(const unsigned state
, int x
, int y
, int z
, bool &skipRest
);
44 virtual void enterState(const unsigned state
);
45 virtual void keyboardCheck(const unsigned state
, float frameTime
,
46 char *buffer
, unsigned int keyState
,
47 KeyboardHistory::HistoryElement
*history
, int hisCount
,
50 const char *getGameStateIName() { return gameStateIName_
; }
52 int getPerfCounter(const char *perfName
);
53 void startPerfCount(int counter
);
54 void endPerfCount(int counter
);
56 std::vector
<GameStatePerfCounter
*> &getPerfCounters() { return perfCounters_
; }
59 const char *gameStateIName_
;
60 std::vector
<GameStatePerfCounter
*> perfCounters_
;
62 static std::vector
<std::string
> perfCounterNames_
;
65 #endif // !defined(AFX_GAMESTATEI_H__B6753299_ED54_45EB_A635_733A34F0C920__INCLUDED_)